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    posted a message on Shmup/lost viking type weapons

    Hi!

    I'm interested in doing weapons with style of regular shmups, like the lost viking minigame. Where a missile travels in a specified direction and checks for collisions and such, is there any tutorial for this? I've looked at it a bit in the data editor and can't even figure out where to start :( The data editor is a mystery to me. :D

    Posted in: Data
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    posted a message on Spritesheet Image at Dialog Item?

    Actually that doesnt seem that advanced really, cant think of why i didnt figure that one out lol. I've done a spritesheet class in C# with xna once so i think i can pull this one off. If i fail i might try the 2nd one with a different style.

    though it might be wierd... since there are 4 skills in the skillbar, and i would need 4 large images and, for each player, with a total of 4 players. It's doable atleast, i'll give it a try :D Thanks!

    Posted in: Triggers
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    posted a message on Spritesheet Image at Dialog Item?

    Anyone?

    Posted in: Triggers
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    posted a message on Remove Zeratul-copy perm Stealth

    Phew guys thanks! You just made my day :D

    Posted in: Data
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    posted a message on Remove Zeratul-copy perm Stealth

    I just made a copy of zeratul and tried to remove his stealth, but can't figure out how to do this. I removed the passive button from the commandcard, but can't find any other stuff where i see anything that has to do with his permanent cloat, no behaviour or such. What's up wit that guys? :D

    do you know where it is?

    Cheers

    Posted in: Data
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    posted a message on Spritesheet Image at Dialog Item?

    Hi

    I'm making a custom UI and i'm trying to find a way to display a cooldown counter, right now, all i have are numbers. I found the image that the in-game UI uses, but now i cant seem to find a way to controll the image like a spritesheet.

    Is there another way to do this or do you guys got any idea of what to do?

    Cheers!

    Posted in: Triggers
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    posted a message on Check if ability is instant or cast on target

    @progammer: Go

    woah thanks! Dunno how i could have missed that one, thought i looked through the list a billion times, thanks! And a perfect place to use Switch cases aswell :D

    Posted in: Triggers
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    posted a message on Check if ability is instant or cast on target

    @Yaos01: Go

    hmm, since i don't need that many i could do something like that, or just give them an id. I have 2d array with the first dimension being the unit and the second beeing a skill, i could do the same but instead of storing an ability, i could store an interger or string, saying what type of spell it is. there will be roughly 4 cast spells/class, and maybe 5-6 classes in total i think, that's the plan atleast :)

    but thanks for the idea :)

    Posted in: Triggers
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    posted a message on Check if ability is instant or cast on target

    Hi

    Is there some way to check if an ability is instant or should be cast upon a target, or a unit and such? I need this for my skillbar I'm currently constructing, so i know which type of order i should call upon the unit.

    Posted in: Triggers
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    posted a message on Adding ability to unit with triggers
    Quote from malkavianVision: Go

    Is it possible? I cannot find a function that does this, only found one that adds behaviour.

    you can show and hide ability commands, so you have to give the unit the ability via the data editor, then show/hide it when you want etc. I know of no other way :/

    Posted in: Triggers
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    posted a message on Having an area of the map where only one player can use

    Unit - Order (Triggering unit) to ( Stop) (Replace Existing Orders) should be what you are looking for

    Posted in: Miscellaneous Development
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    posted a message on Get the current Cooldown of an ability via triggers?

    Anyone? :o

    Posted in: Triggers
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    posted a message on Get the current Cooldown of an ability via triggers?

    Hi! I'm trying to make a custom skill bar, and when i want to get the current cooldown of an ability to display that on the skillbar, i can't figure out what to do really.

    I've found that i can store the cooldown in a Real Variable. But when i choose "Cooldown for unit ability", there is a text input field which i dont know what to put into.

    Variable - Set AbilityCoolDown[(Picked integer)] = (Cooldown of cooldown "" on ability (Ability of Ability[(Picked integer)]) on unit Stalker [11.90, 10.31])

    Anyone know what it could be?

    SOLVED: You hade to put the Link Id/Name thingy in the stringbox.

    Posted in: Triggers
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    posted a message on Create own Particle/Visual effects

    @ProElder: Go

    I just think that seems rather awkward, since the other parts of the editor is so advanced and stuff, i mean, a particlesystem/effect is something you don't need a 3d modeling program for. But maybe that's the way they want things. But i guess i'm pretty screwed on that part then :P, but thanks for the awnser

    Posted in: Miscellaneous Development
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    posted a message on Create own Particle/Visual effects

    Anyone? :P

    Posted in: Miscellaneous Development
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